[Updates - 01.11.12]If you like the current gameplay of Squall, then do not download this update and let me know. I'll do 2 versions or something.Only 1.0 version was updated. WinMugen update will come eventually.Changed a lot of damages, pause times and power costs.Basic attacks were sped up.Damage Dampener added.Removed old combos/chains and turned Mad Rush into CvS's Custom Combo (still have Protect).Fixed some errors created from last update (slash explods, super armor, entire English version, etc.)Fixed Rough Divide spamming.This character took forever. He has no specific style like the rest of my characters.He has a mix of attacks from Final Fantasy VIII & Dissidia. He comes with Japanese and English voice. The Japanese voice isn't the same as Squall's Dissidia voice, but the voice actors sound very similar. His Japanese voice has not been ripped from Dissidia for some damn reason.He uses the Dissidia versions of Fire and Thunder. The video shows the older version of Fire and Thunder.[Video]http://www.youtube.com/watch?v=VicaLwm73tw[Images]Spoiler, click to toggle visibilty[Download]1.0Sendspace[Alternate]Mediafire[Download]WinMugenSendspace[Alternate]MediafireFeedback.
If taking the sprites and making an entirely new character is an edit, then yes. Otherwise, no. I don't think so. I'm not sure if MugenGuild will agree with me, though.
it's not.you didn't edit anything. you took elements and assembled them. if you took his base/code and edited it THEN it's an edit.don't move it.
I don't know what's better, your Squall or SeanAltly's. Judging by the video, I'm beginning to think yours is more awesome. Great release.
eh I wouldn't compare those 2 if i were you. I like them both honestly this one has dissidia gameplay and seans has his own cvtw gameplay. DO NOT COMPARE THEM. im tell you right now you will start an argument.
comparison is actually a tad disrespectful. arguing is fuel.i know you don't mean it that way but think a bit before you post.we're all ignorant at some point.
I'm not a fan of the forward sliding on every standing and crouching basic, seems weird. Otherwise, pretty great. Most of these FX look like they come straight from FF, and I would have used that kind of stuff for mine if I could have found them. This definitely feels like a Final Fantasy character.I am having an issue when I use Fire (QCF+B), where a bunch of little Squall clones come flying out and don't do any damage. Also, whenever I do Thunder (QCF+C), it doesn't hit. I included a couple of screenshots in a spoiler below. I'm running it in 1.0, btw.Spoiler, click to toggle visibilty
Sean Altly said, October 02, 2012, 03:01:06 amI'm not a fan of the forward sliding on every standing and crouching basic, seems weird. Otherwise, pretty great. Most of these FX look like they come straight from FF, and I would have used that kind of stuff for mine if I could have found them. This definitely feels like a Final Fantasy character.I am having an issue when I use Fire (QCF+B), where a bunch of little Squall clones come flying out and don't do any damage. Also, whenever I do Thunder (QCF+C), it doesn't hit. I included a couple of screenshots in a spoiler below. I'm running it in 1.0, btw.Spoiler, click to toggle visibiltyFuuuuuck. I forgot to add the animations for those to the English animations fire.I actually thought that slidy thing was normal. It was just yesterday where I watched a character preview and I noticed that he wasn't "sliding" which got me to thinking.The FX took a very long time to find. I downloaded so many characters looking for the right FX. I didn't even find most of what I wanted and settled for whatever I had left to use.Also for those comparing, please don't. They're both completely different characters.
I switched to the Japanese file and it worked fine. I also noticed you can juggle with Rough Divide (Regular Version) 3 times in a row, and 4 in the corner. Is that intentional?
technicals:-ko voices should be in statedef -2.-triggers for those are very bland. use a var for this.[State -2]type=nulltrigger1=stateno=5900&&time<=1trigger1=var(11):=0[State -2]type=playsndtrigger1=!life||!alivetrigger1=var(11)!=11trigger1=var(11):=11-volumescale ranges 0-100 ( percentage ). you have it set to 1000.a better idea that i'm going to apply myself to my own stuff is put ko voices in a helper that always exists and haspausemovetime=2147483647supermovetime=2147483647so it triggers during pauses.
I'll be using that as well. Thanks a lot.And it seems like it still works even at 1000. I just set them all too 100 and it's very quiet, now.
also, when i throw squall or knock him down on the ground, or do an air combo, he floats for some reason, your character needs to land on ground, otherwise he'll just float and i won't be able to defeat him
does it really make a significant difference? because docs say valid values are 0-100.maybe it has something to do with the fact that the sound engine is the absolute most incomplete thing about 1.0.
2OS said, October 02, 2012, 03:52:19 amdoes it really make a significant difference? because docs say valid values are 0-100.maybe it has something to do with the fact that the sound engine is the absolute most incomplete thing about 1.0.Haha, it actually does make a huge difference. I can barely hear it when it's set to 100, but at 1000 I can hear it very clearly.Maybe the docs are wrong, because in Fighter Factory it says "set to negative for softer" so I assume this means it can go above the max as well.drewski90 said, October 02, 2012, 03:44:57 amalso, when i throw squall or knock him down on the ground, or do an air combo, he floats for some reason, your character needs to land on ground, otherwise he'll just float and i won't be able to defeat himI know. I'm uploading the him right now. I fixed everything mentioned here and some things I found myself.
Sean Altly said, October 02, 2012, 03:01:06 amAs far as bugs go, this one is hilarious. I know you fixed it, but this made me laugh pretty hard.Anyways, it's very interesting to see the sprites used to construct such a different playing character. Nice release.